ElCochran90's Profile
Send a PMJoined on: Aug 25, 2018
Bio:
About time I updated this bio.
Name: Edgar Cochran
Country: Mexico
Currently living in: Mexico City
-God's servant and one of his blessed sons (John 1:12; John 3:16).
-Lover of the entire animal and plant creation.
-Film lover and reviewer for Letterboxd.com (https://letterboxd.com/elcochran90).
-Adjunct professor and personal tutor of Statistical Inference, Business Forecasting, Marketing Research and Portfolio Theory.
Fangaming experience began in August 2018, so only modest achievements here. However, I'll describe some relevant FAQs here made to me during my stay here since 2018:
Q: Are videogames art?
A: Yes
Q: Are fangames videogames?
A: Yes
Q: Why are your reviews long and unconventional?
A: I am a film reviewer; in a way, I sort of unconsciously dragged my style of film reviewing to the world of fangames. I often involve personal experiences in my writing. Expect that structure; I'm not planning to change it.
Q: How are you rating games? Do you compare fangames as normal games that your ratings are lower than all other people ratings or are you just a critical person?
A: My ratings are not lower than people's ratings all of the time regarding fangames, but they are most of the time. However, this is not my intention. I am rating them as normal games, as in, I don't have a different spectrum for rating "normal", "official" games than fangames. They are in the same scale, because they are all videogames. I don't like to think myself as a critical person; ratings are just subjective numbers. However, I have realized that I rate games more harshly than I rate films/short films, which I do more often.
Q: What are your favorite fangames?
A: I have not played enough fangames to make a comprehensive and representative list, but this can be answered by going to my Favorites list. Anything getting 6.7 or higher will be considered immediately as a favorite.
I've submitted:
380 Ratings!
380 Reviews!
792 Screenshots!
Youtube Channel
Report this user
380 Games
380 Reviews
For: I wanna be the HeavenTrap2
And still, the first entry made the bigger impact on me: more merciless, more memorable, more difficult needle, paying tribute to original classic games slightly less than this entry. Now you fight Angel, Satan's counterpart, and God, Beerzebub's counterpart. Both are significantly easier, but I must admit that the second phase of the final boss increased the difficulty by five points. Yayoi is back, with a nice song choice but is ultimately recycled in an easier way. For me, the original battles were more memorable (including their songs, which I'll never forget). It took me around 150 tries to beat Satan in the original game and Angel here was a 1st try. Is the maker making some kind of statement between good and evil and how beating the spiritually good is easier? Hey! I can speculate as much as I want!
I recommend both games. Many will prefer this sequel and I can see why. Maybe I am more old-schooled. I will pause Carnival fangames for now until I escalate in fangaming difficulty. Then I will face Justice (pun unintended).
Play both games if you manage to find them. They deserve way more reviews.
For: I wanna be the HeavenTrap
-If you continue right, the second screen you see is I Wanna Be The Guy. If you go down,the second screen you see is I Wanna Love Trap.
A very bad sign continued by a very good sign. The product is exactly that: average. Is it playable? Yes. My complaints are the distribution of the save points and the consistent use of traps. I wouldn't mind the traps that much if the saves weren't so tough, but here you have an old-school classic fangame inspired by the good and by the bad.
Some screens have grown to be legendary, and the story itself is solid enough, which reminded me a lot of the undervalued SNES classic ActRaiser (without the religious censorship filters applied in the U.S., as usual...) where you incarnate both an angel and God to fight against Satan and his demons. The game was an impressive mix between platforming, boss fighting and strategy with great graphics (and claimed to be much more difficult than it actually is). Here, you are an Angel Kid who fights against an avoidance on drugs against Taiko no Tatsujin (I loved that surreal segment and I want to know what music that was NOW), Beelzebub, Satan (later referred to as "Demon Kid" in I Wanna Be the Destination), and Yayoi, the infamous idol master in a rather unforgiving avoidance, among other bosses like... the Smash Brothers ball?
Platforming experience is ruined by bad saves placement, exponentialized by the distribution of traps, as already mentioned, but for its age, it is decently looking and half of the fights are very fun. RNG will be an issue if you are heavily pattern-based (I don't mind as long as it is "fair"). The fight against Satan aka Demon Kid will actually be a psychological test of how patient you are to achieve the best outcome. I would recommend if you're an experienced player and don't mind traps that much. Let's proceed with the sequel and discover the surprises that lie ahead of us.
P.S. There's something I really disliked about the final battle. Beelzebub makes a pattern of several circles being scattered across the screen and he does this twice. When you kill him, make BLOODY sure the whole pattern is over because even if he had disappeared and the freaking red orb appeared, the game still thought "I gotta finish the pattern" and killed me in my way towards the orb. WHAT A CHEAP TRICK!!!
For: I wanna make the Novelty
A plus for it, though, is that every stage is different not only in design, but also in gimmick usage, but not every time was effective, such as the extremely short puzzle solving of Stage 2 or the infinite jump section of World 6, which was quite unoriginal.
Difficulty curve is also all over the place regardless of the Stages you choose (do yourself a favor and leave Stage 3 for the ending, which features the best song and is quite exciting to escalate regardless of, ironically, the lack of a gimmick).
Recommended for a single playthrough. The variety is nice, but you will be mostly disappointed in the bosses department.
For: I Wanna Spook Jam
Halfway through the game, when I was exactly at SpicyFishesKiller's stage thinking while teleporting with style, my mother commented that the song sounded like a ballet song and the background seemed like a theater curtain (making me realize how non-Halloweened this stage was), and my brother commented that the death of the Ghost Kid sounded like a little Chihuahua crying, depriving the rest of the contents ahead of any spook factor and not taking the sound seriously anymore.
Well, it's that time of the year and this was a mandatory fangame to play. When you conglomerate 27 different creators, a consistent difficulty curve, not to say visual quality, can be very difficult to preserve, but collabs, almost by definition, are great as no section is equal to the other. In this sense, they can be better than medleys because instead of being one mind selecting screens, you have multiple minds collaborating for a single purpose and, indeed, the variety is endless and captivating.
The experience is so long that it really feels like an adventure game even if it wasn't intended as such (or maybe it was)? Kid's journey to regain mortality is quite a treat and, although quality is inconsistent, and some of them forgettable, I cannot stop bringing the best parts to memory to celebrate this game, especially:
-Polaroid's stage. Challenging, but amazing visuals and an epic feeling after beating it. A Micromedley redone followed by an avoidance and a boss fight: shoot me impressed and entertained.
-pieceofcheese87 being creative, spooky and funny at the same time. Who would knew that your death would cost $32 and be so healthy?
-Hop's stage, which keeps being criticized for the wrong reasons. It lowers your guards (and expectations) with a low difficulty and standard traps until you enter that house... and then you enter something else. The resolution is disturbing. This guy really wanted to bring along the scares!
As honorary mentions, I will mention Cosmic's fun avoidance with a great music choice (although bits of RNG can be quite unfair), Zapmunk's multiple ghost kids gimmick to make difficult needle jumps easier and interesting for the non-veteran players (gotta love the double plane jump), although the design is very poor and it is only two screens long, and Kady's stage, which really got into my nerves! In the good way, tho; it was the only game in which I really felt chased and had to run for my life! The music helped a lot.
Also, for the lowest spot, I won't mention all segments that I disliked. I will mention the only one I hated: Lonetree. Seriously, the gimmick is programmed in the wrong way. This makes the last section of the 12 orbs particularly frustrating because of how unfair it came out to be. Either you are frame-perfect-precise or just get lucky whenever you want to double-jump instead of floating and viceversa, and there is no rhyme or reason behind it. And if it had been programmed correctly, you end up with too much orbs, making the difficulty trivial. This section was a disaster. Don't you dare ruin the Library section of Super Castlevania IV for me!
Nevertheless, this is an experience worth revisiting every year. Certainly one of the most decent fangames I've played so far, and a fairly solid Collab. Good job and thanks for collaborating everyone!
P.S. Also, funny how the Kamilia sequels made us used to choosing our order for bosses in a Boss Rush, and that option is killed in here.
For: I wanna be the Vidro
I am a below-average player (skill-wise), and the game took me 11 minutes with less than 100 deaths. The avoidance took me only 2 tries, so this should be a fair challenge for beginners (like me). I would recommend this before playing Kaleidoscope, as the latter maintains the best aspects about this mini-fangame and improves some other ones, besides increasing the difficulty for quite some.
I am looking forward to more.
34 Favorite Games
370 Cleared Games